Summary: Cached 3DGas Niagara system appears blocky in packaged game. Brought up by a licensee via UDN: https://udn.unrealengine.com/s/question/0D5QP00000a17A40AI/niagara-fluids-simcache-artefacts- ...
A crash occurs on iOS when deploying the licensee's project using iOS 9 version. The crash does not occur when deployed to a device using iOS 10 version. They believe the crash to be related to Pl ...
View Frustum and Occlusion culling do not appear to work for Planar Reflections though the stats in PIE seems to indicate otherwise. I've attached two gifs showing View Frustum and Occlusion chec ...
When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...
When multiplying vector 3 (R,G,B) values by a scalar value of increasing quantity the emissive output will begin to change colors. The most unexpected is the blue color that will turn purple while t ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
Projects crash when the following Project Settings are set: • Vulkan is enabled • Vulkan is the Default RHI • Forward Shading is enabled • AntiAliasing Method is set to MSAA The different engine ve ...
Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Trackpad Values return 0 Additionally: I also observed that the Go's trigger is registering as Trigger MotionController (R) Facebutton 1 and that previously there were MotionController (R) Thumb ...